Exeon, on January 27 2014 - 01:14 AM, said:
X3P0, on January 26 2014 - 06:15 PM, said:
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Now you made one good point which has been brought up quite a few times before your day(jan 22nd): Our repair times are extremely long and that is a very boring aspect of the game, fixing this incredibly boring aspect by requiring a tech is not how you make your game more enjoyable. Both of these problems need to be addressed.
Edited by Exeon, Today, 04:12 PM.
Although interesting to read you dismiss text on the basis that you feel you played a game longer_ In the real world its not far from the guy who need a coach after playing for 300+ hours. Stop you in your tracks there where mental acuity differs from one person to another which is why researchers do not trollolol "this guys only been studying brain neurology a month".
You will not be taken seriously if you cannot compose yourself better than that. Instead of trying so hard to dismiss what others have said you can try, thinking of acceptable responses to statements and inquiries other than ranting about play time, which might I add is questionable how much it did for you beyond any other use of time in the world.
If your aim is to use scare tactics to rid opposition of your ideas, to qualm the voice of the player base I think you have a lot to learn in the world. You do not address a single line in your response other than what xacious mentioned about repair times - and tech being a solution to that issue that requires more from a player than "lol reducing repair time". You do not address a sheer inability to secure kills or the lack of coordination leading to problems present meta, because you feel you, on your word are above addressing valid statements due to playing a game for however many hours it took you to get this "enlightened". I do not think your setting any records there but I digress.
If your qualm comes down to, not how to efficiently deal with tech, but that you are angry about the play styles people have taken accustom to in the last week in an ever evolving meta; perhaps you should look at next week. If you are displeased with the effectiveness you have with tech when you play it in a specific manner - You might want to try experimenting. If you are frustrated an enemy team has not developed strategies to eliminate your tech or front line for that matter - maybe you should give them some time to develop strategies to get past a front line, it will help them in the future when they need to bypass players to tackle an objective.
In your story of the invulnerable tech you mention 2 players being in some impenetrable back line in the fortress of solitude. You make no mention of how the remaining 6 versus 4 conflict is too hard to handle for you or your teamates. How you are lacking the ability or forethought to take advantage of a situation or opening, because that would require teamwork and trained players able to read and adapt who think beyond I do not know, "lol techs here stalemate game over"
Does your point really come down to :I do not like the playstyle that I or others have displayed: when playing tech_ A point about as valid as "I do not like when rocketeers jump up lunch missiles and hide away"_ Because I think there is more swirling around in that brain than the situation combat we have seen recently, which you yourself would think is a complete impasse due to your knowledge and experience.
My argument is this: The technician allows a team to take fire without it actually mattering while the enemy team can't even see let alone hurt him. Their teammates fall back for 4-5 seconds at a time and they're back in combat at full health. While the most skilled teams may in fact be able to deal with this, you don't balance a game based on what the top .0000000000001% of players are capable of. As to your "why don't you take advantage of the mech dropping back" statement, you're ignoring the fact that pushing on 4 players is quite hard. Additionally, the 5th mech is already at full health and fighting alongside his teammates within 3-6 seconds.
As to my first sentence, it was not meant to discredit your opinion but poking at the fact that you appeared to have missed my point almost entirely, writing nearly your entire post based on something I made no comment of. I'm all for a ever changing meta and interesting gameplay that mechs like the tech can bring but, they are practically not even playing the game in their current implementation.
A few things come into mind; the game should likely be balanced with the future player base in mind. For instance a lot of work and knowledge that is accumulated by newly introduced players or seasoned players for that matter is work and research that has been done to date. For instance imagine a player and how quickly they can come up to speed with things like spreadsheets, recorded play and the currently accessible knowledge base. This is much different than the basis for learning in the future and a lot different than what people had the first week this game was available for play. a 0.0000001% now can easily be 20% in the future, not to mention the sheer amount of players this would refer to with a larger playerbase much like the one the game will sport on release and the time after. I mean at some point should developers even listen to players participating in the scene as is, when they account for what percentage of players. I think its important to take the current varying populations and the future populations into account to formulate a successful game.
Much of this particular thread and the people who post within spawns from high tier play. What occurs in play at the highest tiers is a lot different than what occurs at other levels. To say the game should not be balanced around the higher tier arena is to invalidate concerns and specifics that relate specifically to high tier play. i.e. players experiences with techs that have been noted, versus what many players experience which is the complete opposite of the concerns stated.
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This is a direct testimonial from a player who does not partake in high level but of average level matches. The experience is different and we can all roll alternate accounts to validate that idea.
I can agree the development of the game should keep the spectrum of players in mind and I think we see some pretty active playstyles of technician in lower tier matches which do not portray your concerns with the mech in question. So I am not overly sure of the relevance or whether or not your point of view nullifies your thoughts on the matter. You can see where this leads to confusion I hope at least to some degree.
A fun example might be to use a forum signature that says "Make sure you do not let anything written above influence the development of the game" So I think we can let that one go by.
In relation to missing your points; thought I addressed your points and offered some information on the matter but as we go a long we can more directly and in depth discuss each point you feel was not touched on thoroughly enough to ensure a healthy coverage.
I think much of what I wrote as well as the statistical comparisons and data very much covered the average player and their experience and I am not quite sure how much is left to be said if we leave balance to what happens in a typical game or at 1500-1900 rating. If you or anyone feels there is more depth there feel free to post and we as a community can mull over the options and conditionals as well as the question of balance.
In regards to 2k+ games or the noted experience which again is
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... "why don't you take advantage of the mech dropping back" statement, you're ignoring the fact that pushing on 4 players is quite hard. Additionally, the 5th mech is already at full health and fighting alongside his teammates within 3-6 seconds.
// Warning! Danger will robinson a long post follows pertaining to the above post, proceed with caution!///
;; The closer the technician is to the group the easier it is to combat the situation. In your particular example you note a technician which cannot be physically seen yet is so close to combat that a full heal ensues and the player is back to the front line in 3-6 seconds flat. This leads me to believe that the Technician is literally on the front line based on the maximum possible meters per second bots can travel. You will notice that I mentioned when this is not the case we have a pretty little window to get some big things done. In this scenario we are also in big luck.
Situation 1
You see when the technician is bound so closely to a group in necessity to return combatants to the line we have a scenario where we can really take advantage and wreck some utter havoc. Note the probable position of the tech, out of sight but we see mechs retreating to it or can get this intelligence with relatively little footwork given what items and mechs are available to us. You cant shoot what you cant see, or can you_ We now unveil the arcing weapons selection otherwise known as items like grenade launcher and rev GL. These weapons have a pretty noticeable splash radius compared to our Primary weapons and the selection of secondary weapons.
You see we have an option now to use artillery to shell out the opposition based on the intelligence another player feeds us in our multiplayer game. A thousand variations of this particular issue just got much closer to being solved with the introduction of our artillery.
A simple pillar or corner is not going to save those poor mechs retreating from the front line to their master technician. With the correct arc we can both obliterate retreating mechs as well as discourage the close positioning of the Technician to the front line, forcing a re-position using both time and one of the most valuable resources in the game: know how. You see you form a memory of where to go and what to do when under fire, when you need to see that master technician, but now that is changing constantly with the coordinates of the new position being locked via voice chat and the grenadier adjusting fire accordingly. Not only will this wreck havoc and keep them on their toes but you just forced that Technician to be on the move and the players to second guess their route to said technician keeping them on their toes instead of letting them get comfortable.
-With alternate conditionals and scenarios we can revisit this idea or how to handle this situation if it does not effectively answer your questions, simply re-define the scenario and let specifics including which maps or areas and general positions of both the attacking and defending teams- Just let me know and the community here will hash it out and offer from there experience, possible solutions to your issue.
Situation 2, The mech is right around the front line, or rather adjacent to the line. They are hugging a high wall which prevents much splash or artillery options and mechs just need to glide a few meters over to visit the doctor and get all fixed up. Before discussing options or possible flanks and plays that can be made to alleviate this scenario let us first discuss in this thread other options.
You see in Hawken it is important to realize your team can control the flow of combat so much so that you can at will force an enemy team to re-position and fight where you want them to. Its only after irreversible mistakes have been made where this is impossible or hard to do. Your objective is to not get into the scenario in the first place or to force play at an advantageous position for you team.
They have dug in deep and there Tech is untouchable. Take your ball and go home, force the chase. Not only does the simple play of forcing the chase give your team the outrageous advantage we have all experienced in solo play of landing shots on a chasing target, but it allows us to control the flow of battle and re-position the fight to an area where it is much harder for the Technician to set up shop or the enemy team to get comfortable.
Now you may wonder, what about the score_ Well if you have made irrevocable mistakes and given the enemy a lead at this point, all is not lost. You see among randomly organized generally good high mmr players you can expect a few things including some useful information on their playstyle. You see to get high mmr in the first place they had to adhere to a very specific playstyle. They had to above all farm exp per minute in their activities - unknowingly or not. You got it these guys battle like no other and claw and scratch for every point on the table. You do not gain mmr from doing nothing ladies and gentlemen and these guys have itchy trigger fingers. They want points, their brains are trained for points. The reward mechanism is not firing and the fun is not being had without the acquisition of that exp- They are out for blood and you need to take advantage of this. Without trying these people can play into your hand if you only display the patience and fortitude they will not possess.
Sounds gimmicky, would it ever actually work_ Why would players throw away a game or hand over a lead like that_ What we are playing on here is the psychological factors. It is a game changer putting people who are used to exp/min equaling win or mmr gains into a scenario where there is no exp present and they will get antsy. The force compelling this is so strong that reading this here and now will not proof a player from this experience. During this time we do a few things, put the player off guard - the flow of battle and pace of the game just got rewritten. Players will scramble to get back to their natural state, to the natural order of both the game and their thought process. Not only is a curve ball being thrown, but the reward system and how we have fun or enjoy games just got shut down.
You see our brains release dopamine among other things when we play games. Have you ever played a shooter and had your heart pounding with adrenaline_ Have you ever had a sense of happiness or maybe accomplishment with a digital task that when compared to real life activity you would question its presence_ Our brains are releasing chemicals every day. For instance studies have shown the motor function during gameplay can produce the release of dopamine in our brains. The neurotransmition of this chemical to the receptors in our brains produces some very desirable effects and in part can be related to gaming addiction. You can read more about this in a specific journal which I am sure many have heard before, Nature - an excerpt or abstract can be found here http://www.nature.co...l/393266a0.html
You see we trick our brain not with the level of realism so much in games but by using common neurological pathways and connections created in everyday thought and learning. As if we were doing something else other than playing a video game. This can be helpful if we pursue careers in gaming but mostly I think its more likely an issue that will increase addiction. Either way when we play games we chase the enjoyment we derive from them, shutting that down leaves us like a rat in a cage frantically pressing that level to get our release. If you build it, they will come - If you move the battle, they might just follow against better judgement.
This is a timely maneuver as the closer it is to the end of a match, the harder it is to fool anyone. Ever try to tactically search for someone, using stealth and shadows to surprise them_ How long before you are just running out in the open to draw fire to put an end to the hunt, how quickly are you willing to give up a tactical advantage in order to get the action going. Why do you do this_
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"We could not re-position the team and we were unable to tactically orchestrate our firing squads to hit targets when open" In this case we have an issue, you likely need to start from the beginning next game and try a little harder not to give an advantage to the enemy. A lot of problems a team can face occur as a result of a situation they forced themselves into. Sometimes with enough mistakes you drove too far off course and need to deal with the situation you or others you trusted have put you in and sometimes this means losing the match. Some circumstances cannot be helped, what is clear is initially you were deserving of those circumstances having gotten there in the first place.
I want to state the ideas around playing with the thought process of the player are methods teams have used to success in the past in gaming. You can say it sounds awfully boring; but the trick is with a little patience - those battle hardened exp chasing bastards will play into your hand and the action continues, only with you having the upper hand this time. The sooner in a match the tactic is put in motion the greater the chance of success.
If you want to add more information or comments on how to combat a specific situation or think there are variables which were not taken into account feel free to post a reply and I can help you tactically discuss the scenario so that you or your team are more prepared in the future. When you hear - always be moving - be sure to take it to the next level and as a group or team incorporate what happens in solo play but instead work as a unit together, as if you were a single player or entity - The closer you get to that uniform same line thinking with your friends - the better the results will be.
Oh boy if that was a long post! Pat yourself on the back for finishing it, or if you did not read it give yourself a pat anyhow for having dodged that one.
Edited by X3P0, January 27 2014 - 03:29 AM.